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	<title>Comments on: Fractal Transform, made with Pixel Bender</title>
	<atom:link href="http://blog.zacharcher.com/2008/12/29/fractal-transform-in-pixel-bender/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.zacharcher.com/2008/12/29/fractal-transform-in-pixel-bender/</link>
	<description>This blog is GO!</description>
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		<title>By: Zach</title>
		<link>http://blog.zacharcher.com/2008/12/29/fractal-transform-in-pixel-bender/comment-page-1/#comment-3612</link>
		<dc:creator>Zach</dc:creator>
		<pubDate>Fri, 13 Mar 2009 07:44:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.zacharcher.com/?p=79#comment-3612</guid>
		<description>James: Sure, I&#039;ll clean up my code and blog it tomorrow or this weekend... Unfortunately the code isn&#039;t optimized yet, but that&#039;s on my hit list.</description>
		<content:encoded><![CDATA[<p>James: Sure, I&#8217;ll clean up my code and blog it tomorrow or this weekend&#8230; Unfortunately the code isn&#8217;t optimized yet, but that&#8217;s on my hit list.</p>
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		<title>By: James</title>
		<link>http://blog.zacharcher.com/2008/12/29/fractal-transform-in-pixel-bender/comment-page-1/#comment-3607</link>
		<dc:creator>James</dc:creator>
		<pubDate>Thu, 12 Mar 2009 23:42:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.zacharcher.com/?p=79#comment-3607</guid>
		<description>Hey Zach, can you post your NTSC pixelbender? 

I was thinking of doing the same thing the other day after seeing the NTSC emulation in Kega Fusion</description>
		<content:encoded><![CDATA[<p>Hey Zach, can you post your NTSC pixelbender? </p>
<p>I was thinking of doing the same thing the other day after seeing the NTSC emulation in Kega Fusion</p>
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	<item>
		<title>By: Zach</title>
		<link>http://blog.zacharcher.com/2008/12/29/fractal-transform-in-pixel-bender/comment-page-1/#comment-3100</link>
		<dc:creator>Zach</dc:creator>
		<pubDate>Wed, 28 Jan 2009 19:56:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.zacharcher.com/?p=79#comment-3100</guid>
		<description>Nice, thanks for the tips! Beautiful work, too.</description>
		<content:encoded><![CDATA[<p>Nice, thanks for the tips! Beautiful work, too.</p>
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	<item>
		<title>By: unic0rn</title>
		<link>http://blog.zacharcher.com/2008/12/29/fractal-transform-in-pixel-bender/comment-page-1/#comment-3099</link>
		<dc:creator>unic0rn</dc:creator>
		<pubDate>Tue, 27 Jan 2009 02:38:28 +0000</pubDate>
		<guid isPermaLink="false">http://blog.zacharcher.com/?p=79#comment-3099</guid>
		<description>in case of performance...
1. try optimizing your shader in asm (compiler/decompiler can be found on http://www.kaourantin.net/)
2. use ShaderJob instead of ShaderFilter
3. always use bitmaps with transparency (i&#039;m not 100% sure about it, but i have a weird feeling that conversion from ARGB to floats, done by hydra every time shader is called, is optimized for images with 4 channels)

http://pouet.net/prod.php?which=52458 - 100% realtime, 100% single pass, 100% shaders ;)</description>
		<content:encoded><![CDATA[<p>in case of performance&#8230;<br />
1. try optimizing your shader in asm (compiler/decompiler can be found on <a href="http://www.kaourantin.net/)" rel="nofollow">http://www.kaourantin.net/)</a><br />
2. use ShaderJob instead of ShaderFilter<br />
3. always use bitmaps with transparency (i&#8217;m not 100% sure about it, but i have a weird feeling that conversion from ARGB to floats, done by hydra every time shader is called, is optimized for images with 4 channels)</p>
<p><a href="http://pouet.net/prod.php?which=52458" rel="nofollow">http://pouet.net/prod.php?which=52458</a> &#8211; 100% realtime, 100% single pass, 100% shaders ;)</p>
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